Front Line Force 1.8b Readme
By Tony Sergi (omega@frontline2.com)
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Contents:
   1) About Front Line Force (a brief synopsis to get you in-game)
   2) Last-minute notes
   3) Credits
   4) Frequently Asked Questions
   5) Console commands (server admin reference)

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ABOUT FRONT LINE FORCE
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Front Line Force (FLF) pits two teams against eachother in a fast-paced action setting.

The type of gameplay depends on the map being used.

The vast majority of maps run 'Classic' FLF:

Classic FLF
-----------
Gameplay is divided up into time-based rounds (of varying length, depending on the map)

Each round, one team is "Attacking" and one team is "Defending"

   * The Attacking team must capture all of the map's Capture Points (CP's) to win a round.

   * The Defending team must stop the attackers from capturing until the round time runs out.

After the round ends, the roles of the teams switch, and gameplay begins again.
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Starting in version 1.2a, a new gameplay mode was added.  
To date only two maps use this - flf_chion and flf_pano

Search & Destroy FLF
--------------------
Gameplay is again divided up into time-based rounds, with each team taking on alternating roles.

The Attackers are given a set of objectives to search & destroy. For example, on flf_chion, the Attackers
must first destroy the Security Room, and then proceed to destroy the Chemical Storage room.

Your HUD contains information on the status of each objective as the round proceeds. Objectives must be
completed in order.  For instance, on flf_chion the Security Room must be destroyed to unlock the doors
into the Chem Storage room. Your HUD will indicate which objective you should be targetting.
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Finally, in 1.5 a key-capture mode was implemented. So far the only map with this gameplay mode 
is flf_sogem

Key-Capture FLF
---------------
This mode is exactly like 'Classic' FLF, except you need a keycard to capture the Capture Points. The key
card spawns near the Defender base and may be grabbed by any attacker.

If an attacker is killed with the key, the key drops and remains on the ground until picked up by another
defender, or until 45 seconds pass (at which point it respawns at its original location)
-

For more detailed information on these gameplay modes, please read the Front Line Force Manual, located 
at either  http://www.flfmod.com/manual/ OR in the \manual\ directory of your Front Line Force folder.

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LAST MINUTE NOTES
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none at this time, please view version_info.txt for all version changes.

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CREDITS
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THESE CREDITS ONLY PERTAIN TO 1.X, NOT DEFIANCE.
   The Front Line Force Team is:

     -- ACTIVE DEVELOPERS -- (FLF 1.8)
     Tony "omega" Sergi             - omega@frontline2.com      - Programming/Misc


     -- Front Line Force Creator --
     Adrian "Pink" Finol - pink@flfmod.com - Initial Design & Code

     -- PAST DEVELOPERS -- (FLF 1.7 and below)
 
     Dave "david" Dynerman          - david@flfmod.com      - Programming & Design
     Ildegardis "Deimos" Briceno    - deimos@frontline2.com     - Models, Animations and Graphics
     Michael "AD Squirrel" Melgares - adsquirrel@flfmod.com - Team Manager, PR, Web site, etc
     Mary "MaryB" Beth              - maryb@flfmod.com      - Mapper 
     Tom "Guiver" Guiver            - guiver@flfmod.com     - Models, Skins, Graphics
     Alfred "Alfred" Reynolds - Linux Porter
     Jorge "Nava" Nava - Player model creator
     Sterling "BigGuy" Greene - VGUI Programmer, additional programming
     "Cipher" - Graphics, Web Guy Graphics
     Russell "DOOManiac" Weed - Mapper, manager
     Terry "Barf" Henning - Additional programming (and bug fixing!)
     Lance "SloMo" Benton - Mapper
     Brandon "Schrade" Renfrow - Mapper
     Phil "Fuel" Sanford - Web Dev
    
   Special Thanks To:

     Valve Software
     Sandhawk
     Frank "SiTh" Nuccio
     Rewolf Software
     Shrike
     Brandon "Schrade" Renfrow
     Phil "Fuel" Sanford
     Lance
     Eric Cherry
     Paul 'MoOg' Samways
     Gooseman
     Mr_Grim
     Kwakkasaki
     relic
     Timay
     All of the FLF Beta Testers

WEB SITE
--------------------------

The Official Front Line Force Web Site
http://www.frontlineforce.com

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FREQUENTLY ASKED QUESTIONS
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Q: How do I capture?
A: When on the Attacking team (Defenders cannot capture), press and hold the +use key down while standing 
   near a capture point and wait for the time to go down...

Q: Hey, I can't jump, whats wrong?
A: Check your stamina bar, each time you jump your stamina goes down, you'll have to wait a few secs
   to be able to jump again. Crouching makes stamina recover faster, while prone helps even more. 
   NOTE: Stamina is only drained and used for jumping, no other actions are affected by it.

Q: Whats are these helmets on my HUD?
A: The helmets represent your current Team Bonus status, Team Bonus is adquired by being near your 
   teammates, It improves your accuracy and reduces your stamina usage, also by being near your teammates 
   you slowly regain health. 1 helmet means you are near 1 teamamte, 2 helmets means you are near 2 
   teammates, and 3 helmets means you are near 3 or more teammates. The more teammates around you, the 
   more the  Team Bonus affects you.

Q: What is this targeting reticle on my HUD?
A: That targeting reticle means a point is being captured in that direction, the targeting reticle will 
   always point to the point being captured, so if you are having trouble finding it, just follow the 
   reticle and you should get there in no time.

Q: Why can't I pickup a weapon on the floor?
A: To pickup a dropped weapon, you'll need to drop one of yours first, you will not be able to pickup 
   more than 1 rifle or more than 1 heavy weapon at a time. If you are a class that normally is not 
   allowed to choose a weapon, you CAN still pick it up from the floor, but your accuracy will not be 
   as good, only use this as last resource.

Q: Hey, I can't hit anything, my accuracy sucks, whats up with it?
A: Accuracy is modified by movement, rate of fire and other factors. We suggest using short controlled 
   burst to mantain a good accuracy, if you are crouched or in prone position, you'll get a higher 
   accuracy than if you were running. Jumping will give you the worst accuracy.

Q: I'm getting low FPS while playing Front Line, can't I do anything to fix this?
A: You can lower the detail level by using cl_detail 0, wich should help a bit your framerates, also 
   you can always use our low poly player models, using cl_himodels 0. NOTE: All these changes are 
   applied on the fly, so no need to restart or reconnect are necesary.

Q: I'm a mapper who would like to make an Front Line Force map, where can I get started?
A: We have a Mapping Tutorial for mappers who wish to quickly set up their map for use with 
   Front Line Force! It is available at the Front Line Force Web Site: http://www.frontlineforce.com/
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CONSOLE COMMANDS
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Server Commands:
==========================

mp_wavespawn
Controls wavespawn feature, when enabled players will spawn together in 'waves' - 
   0 = disabled
   1 = both teams
   2 = attackers only (Default)
   3 = defenders only

mp_allow_kickvote
This command toggles the ability for players to vote people off of the server

mp_autoidlekick
This option allows your server to kick players who are idle

mp_timelimit (default 0 min)
Period between map rotations. If timelimit is hit before a round is over, the round will finish before changing levels.

mp_fadetoblack 
This command will toggle what happens when a player dies, if set to 1 their screen will black out (So they can't reveal enemy locations, etc)

mp_flashlight (default 1)Set to 1 to enable the use of flashlights, 0 to disable.

mp_forcebalance
This makes it so that a player cannot join a team that already has more people than the other team. This helps balance out the teams and is highly recommended.

mp_teamchange (default 1)
Allows players to switch teams after warm-up time.

mp_friendlyfire (default 0)
Friendly Fire (players can damage their teammates).

mp_footsteps (default 1)
Plays footstep sounds.

mp_allowspects (default 1)
Allows Spectators.

mp_allowicons (default 1)
Allow players to use cl_teamicons to toggle the display of team icons (Setting to zero disables team icons)

mp_spectchat (default 0)
Spectators can talk to Players currently playing the game.

mp_grenadespam
Toggles the allowance of grenade spam in respawn, set to 1 to allow it

sv_startmatch
This "restarts" the map without causing the players to load the map. Highly recommended for clan matches 
and tournaments, this lets the map "start over" without having some players join later than others.

sv_alltalk
Allows everyone (even spectators) to be heard over voice-comms

Client Commands:
==========================

cl_dlights (default 1)
This toggles the display of light on bullet impacts etc

cl_captimes (default 0)
This toggles the display of the capture point status between bars and numerical values when a point is being captured.

cl_maxdebris (default 90) 
This limits the amount of debris which will appear when walls/floors/ceilings are shot (Decrease to improve performance)

cl_maxbarrelsmoke (default 25) 
This limits the amount of smoke from your barrel that appears when you shoot (Decreasing may improve performance)

cl_maxshells (default 55) 
This limits the number of shells that appear / stay on the ground (Decreasing may improve performance)

cl_maxshelllife (default 2) 
This controls how long shells stay on the ground (Decreasing may improve performance)

cl_maxsmokepuffs (default 120) 
This limits the number of smoke puffs which will appear when walls/floors/ceilings are shot (Decreasing may improve performance)

cl_maxripples (default 60) 
This limits the number of water ripples displayed when water is shot or has debris fly in (Decreasing may improve performance)

mp_decals (default 300)
Decal Limit (reduce for better performance).

listplayers
Lists the players in the server and gives you the ID number of each player, this is used with kickvote.

kickvote
Allows you to start a vote to kick a specific player, 65% of the server needed for motion to pass, syntax is kickvote [ID number] Example: kickvote 2 Note: Use this with the listplayers command.

cl_radar (default 2)
Radar Position. 
	0 - Off
	1 - Bottom Center
	2 - Upper Right
	3 - Upper Left

cl_detail (default 1)
Detail Level. Change to 0 for better performance.

cl_cphelp (default 1)
Capture Point Brackets 1 = on when capping, 2 = on always

cl_accuracycircle (default 1)
Toggles the display of the accuracy circle, when it is on you can see how accurate your weapon is at any time.

cl_himodels (default 1)
Toggles between high and low poly/quality player models (Set to 0 for better performance, changes are made on the fly so there is no need to exit the game)

cl_cpstatus (default 1)
Constant display of CP Status, set to 0 to turn it off

cl_nohud (default 0)
This will turn off your hud display, useful for taking screenshots (1 turns off hud, 0 puts it back)

cl_radarupdate (default 1)
Sets radar's update speed (0 is slow, 1 is medium, 2 is fast)

cl_showbonus (default 1)
Sets whether the game gives point bonus feedback on your hud or not (0 for no)

cl_showstatus (default 0)
This determines if the team status listings are shown automatically when you are dead (Useful to keep track of the game, recommended to be on)

cl_teamicons (default 1)
Shows an icon over your teammate's head, identifying them as on your team.

cl_traceshots (default 1)
Toggles whether you see the "tracer" effect some guns have.

+commandmenu
Brings up the Command Menu VGUI, where you can send radio messages and change your settings.

drop
Drops current weapon so that you may pick up another.

toggleprone
Allows you to go prone and get up again. When in prone you can crawl forward and roll left/right, but you can only fire when not moving. When you go into water you automatically go un-prone.

cpstatus
Displays Capture Point Status screen.

changeclass
Brings up the Change Class menu to change your class.

changeteam
Allows you to change your team.

changeweapons
Brings up the Weapon Selection menu to change your weapons.

radio
Displays Radio menu.
	radio 1 - Displays Radio Report/Responces Menu
	radio 2 - Displays Radio Emergency Messages Menu
	radio 3 - Displays Radio Orders Menu
NOTE: All the radio menus can be accessed from the Radio menu.

timeleft
Displays the time left before the map changes.